August 15, 2016


Roguish Archetype
Comments from the Finger: This one's been on my list for a while, since it work for both the Nightsong Enforcer for 5e (without as much campaign-specific tat) and the rogue Thug alternate class feature from 3.5.


The backbones of any good Thieves' Guild, enforcers are ruthless thugs skilled at intimidation and violence. Usually charged with running protection rackets for the guild, enforcers also handle internal problems of the Guild, ensuring that no Guild member snitches to the authorities or takes more than his or her own share.

Bonus Proficiencies 
When you choose this archetype at 3rd level, you gain proficiency with medium armor and martial weapons that aren't heavy.

Brutal Attack
Starting at 3rd level, you can make a Sneak Attack using any weapon that isn't heavy.

Massive Shove
At 9th level, when you make an attack, you can shove the target as a bonus action. If you succeed, you can push the creature up to 15 feet away from you, rather than 5 feet.
     Additionally, if you make an attack with a reach weapon, you can use your bonus action to make a shove attempt in reverse, pulling the target towards you on a success.

Threatening Demeanor 
Beginning at 13th level, you are an expert at frightening people and can posture threateningly as an action. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn.
     While a creature is frightened of you, you can make attack rolls against it with advantage.

Double Attack
Starting at 17th level, when you reduce a creature to 0 hit points on your turn, you can use your bonus action to make another attack. This attack can be a Sneak Attack, even if you have already made a one on your turn.

Changelog: 8/15/16: Bonus Proficiencies: Includes medium armor
Massive Shove: Reworded, typo fixed
Double Attack: Provides a bonus action to make the second attack


  1. Solid work, as usual, I can see two wording issues though:
    •Massive Shove allows you to push a creature 15ft if you succeed on a shove, without specifying what kind of shove is utilized. RAW I could shove to knock a creature prone and then, because I "succeeded", I could use this feature to push it 15ft. I think it might be intended to increase the push range of shove to 15ft only if you decide to use the shove for pushing in the first place. Am I right in that asumption?

    •Double Attack needs a bit of clarification on the duration. Is it until the end of my turn? My next turn? What if I use an opportunity attack or similar off-turn action to end a creature?

    1. Two good points. I'll work on the rewording right away.

  2. I have a couple concerns:

    One, Brutal Attack and stuff about polearms seems to be leaning the class towards the possibility of a Strength-based build. However, as a Rogue the class still only has light armor, which makes being Strength-based unattractive. Would medium armor be too much?

    Two, as already stated, Double Attack needs some definite rewording. The intent is clear-ish, but there's a lot of leeway. Something like "If you reduce a target to 0 hit points with a Sneak Attack on your turn, you can use Sneak Attack one additional time on that turn" might be better. However, unless the feature actually grants a second attack (which it doesn't appear to, but if it does, again the feature needs rewording), most Rogues do not get Extra Attack, so only a two-weapon Rogue would be able to use the feature. And that's not ideal, since a lot of non-heavy, non-finesse weapons (including all polearms) are two-handed.

    1. Medium armor might be a good idea. A Strength build was totally intended as one possible way to run this, so it makes sense.

      Double Attack probably needs a teeny bit of adjustment, on top of rewording. I intended it to give two sneak attacks when two weapon fighting, but I didn't think about how incongruous this would be with the rest of the class. It probably needs to provide a bonus action attack of its own.

  3. I like it. Reminiscent of the Thug kit from 2nd ed, which is probably what the 3.5 thug was based on.

  4. You know...maybe we should just open the first ability back up to all weapons. I don't remember why we changed it in the first place, and I haven't seen anything taht definitively says that getting to sneak attack with a greatsword is gamebreaking...

    1. I have to agree. While the possibility for Great Weapon Fighter is there, it's not much different from using a Heavy Crossbow with Sharpshooter, except it also puts you in a lot more danger.

      I'd say open the Sneak Attack to all weapons, but maybe keep the proficiency to non-heavy martials. That way if a character really does want to be a Greatclub-wielding orc thug, they have the option available even if it will require a Feat or some downtime training.

  5. You know...maybe we should just open the first ability back up to all weapons. I don't remember why we changed it in the first place, and I haven't seen anything taht definitively says that getting to sneak attack with a greatsword is gamebreaking...

  6. Massive Shove indicates a normal shove is up to 10 feet, when it is actually 5.

    This is a good general thug or bully type rogue, but I have to say it's a poor Nightsong Enforcer. Nothing in it really evokes the flavor or mechanics of that class.

  7. I think the weapon restrictions for sneak attack are mostly for flavor anyways. Heavy crossbow already does d10 from range, and can have sharpshooter applied. Great weapon fighting cant really do much better.

  8. I'd love to see that Heavy restriction removed. If Shulk can sneak attack with a big sword, why not a rogue?
    I think it would be reasonable to leave the proficiencies as-is, though. A racial feature or certain feats could be reasonable entry requirements for those.